This dialog allows the user to setup the various options for eroding the current heightmap. The erosion tool can erode the current terrain or just create erosion and deposition heightmaps that the user can then manually merge or use to texture the terrain. Using erosion and deposition maps as texture masks can lead to some very elaborate texturing on the final textures.
Erode Terrain: if checked will apply the erosion heightmap to the current heightmap
Erosion Mask Layer: if checked, will erode the current heightmap based on the settings in this dialog and place the erosion values into the specified layer
Use New Layer: if selected, will create a new layer as specified in the Layer Name edit box.
Use Existing Layer: if selected, will place the erosion values into the specified layer
Deposit Mask Layer: if checked, will erode the current heightmap based on the settings in this dialog and place the deposition values into the specified layer
Use New Layer: if selected, will create a new layer as specified in the Layer Name edit box.
Use Existing Layer: if selected, will place the deposition values into the specified layer
Erosion Type: select either fluvial ( water-based ) or thermal to generate the required type of erosion.
No. of Iterations: sets the number of passes the erosion is calculated over.
Pixel Probability: specifies the likelihood that the erosion will take place on each pixel
Strength: sets the strength of the erosion per pixel per iteration
Deposit Angle: specifies the angle of the slope at which the deposits will fall away from each pixel.
Use Selection Mask to control start of erosion path: applies the erosion only from the pixels currently selected, which allows the user to tightly control the flow paths of the erosion. This option applies to Fluvial erosion only.
Smooth: when checked, performs a smoothing filter on the resultant heightmaps before eroding the terrain. The strength of this smoothing is defined in the Smooth Strength edit box.